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This is the actual damage for a 1.0 DS (2.7778 BI) ranged attack for a level 50 Dominator.
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That be the "duh" step I was missing; wasn't converting anything down.
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So what am I missing with that 36.1466 number? What's that/where did it come from?
So just to clarify, the damage numbers in the guide include AT range/melee modifiers?
And no, I'm not usually this clueless with mathJust seem to be missing the "duh" step
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1) Take BI*.36=DS
2) Take DS value * multiplier (ranged or melee) based on level = damage value
3) Take damage value and multiply by foe level modifier = final damage
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Definitely was missing the mods. I'd like to skip foe level modifiers if I can, and level modifiers. Is this possible? Just want a basic "feel" for what the power does, inherently knowing it'll get stronger over levels and damage to mobs will be affected by their level/type and whatever resistances they have to it.
My main question is, what are the numbers in the guide? Are the AT modifiers, Range/melee modifiers, and level modifiers already included in the given damage numbers? I'm not finding a way to get the guide numbers to match up with converted BI numbers for powers that I'm fairly confident are correct (in BI value).
Example from guide:
Strangler (plant control)
7.95 smashing damage every 1 second for 5 seconds
The BIs I've seen for this power are ~3.01 (including the 5 ticks).
So either the guide number is wrong, the BI numbers are wrong, and/or I'm doing something wrong because I can't get them to match up after conversions. -
Regarding the guide's damage numbers:
I'm hesitant about going with this PDS and dropping BI numbers....but I'm trying! Really!
So the numbers in the guide, I divide those by ...what? .36 is it? And by doing this, they *should* match up to the "known" BI numbers in the planners that I know are good?
I was trying this just last night and I was getting numbers WAY off of what I'm sure are good numbers from the plannersSo now I feel dumb.
So if anyone give me an example with the Guide numbers for Plant Control damage numbers (Entangle, strangler, etc for example) and showing the conversion to BI (and back again) I'll be a happy camper. I think I was missing an AT modifier, but not sure if those are inherent in the guide or not? -
Supposedly, killing Deathsurge attributes 5 - 10? "points" worth compared to killing one gremlin which gives you one "point".
Haven't seen it myself since I haven't seeen Deathsurge since Beta :-/ -
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I wonder what the story bible says about Azuria.
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I'd be curious about that also, actually. I imagine there must be an idea for a novel in her background someplace.
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Notes for her story got lost somehow -
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We know there are only 4 AT's , as the games been out since Oct 31st!
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Corruptor
Dominator
Brute
Mastermind.
Stalker
Sneaky bastards, almost got off the list. -
All those you have listed are Task Forces. They give a badge, take awhile to go through, but more or less are just missions strung together in some kind of story. They do not give you a "reward" like a Trial does (special enhancements or respec)
None of them are Respec trials.
"If you would like to respec your character you will need to complete a Task Force." Is correct basically.
But none of which is listed is for any of the Respec trials. And the ones listed are only Task Forces for the Hero side.
Hero levels for respec missions : 24-33, 34-43, 44+
The villain levels will be the same once I7 goes Live. -
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I officially have a new term for rasing threads fromthe grave:
Threadromancy!
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I wouldn't call this thread-grave robbing. The original question is still being answered instead of fluff.
BTW - Athyna and Lady Athyna still have their rocks. And you can't have them. Never. Those rocks are mine, mine, mine, all mine!
*chucks rock at Zikar*
Dammit! Give it back!
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So um...what's it take to get you to get your rocks off.....?
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just people with a shared love of cooperative play.
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And people call me a hippy! -
For more effect, you should change the date on the OP's post :P
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The big difference is that Isolator is a defeat badge.........
Jail bird is an *exploration* badge tied to a *specific* map. You can't even get that badge from the 2nd incarnation of that map...it's a different map.
Allowing mobs to cross paths in both games is a little different than having *maps* be accessible for both games. Heroes in Mercy? Heroes in CaD? Heroes in BREAKOUT?
Apples and oranges.
Bah....beerman must die -
Um yeah........was just saying to let the guy know *why* microfilament was able to be slotted in TP but had no real business being in there......
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microfilaments do not work in teleport.
[/ QUOTE ]ok, they still can be put in(I recently got a Microfiliment and it would accept it, but I had other plans for it), but only affect end, which means that it is a waste.
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You can slot a Hami-O in *any power* that uses *any portion* of the attributes....Microfilaments can be put in just about ANY power due to the End Redux portion of the Hami-O. -
But the Mez portion of this HO would increase the fear duration.
ACC/Mez would be a better fit....in case the ACC portion did somehow increase ST's accuracy.
After reading some of these "non-official" uses though....I weep a little inside.
Either gross stupidity from the programmers, or naivety in terms of thinking people wouldn't try such things...I have no idea.
But maybe it's just me? DMG/ACC in resistance powers? I mean....come on. Though I question if people are actually getting an increase in the resistance of that slotted power? Any chance someone can post some screenshots of combat logs to help show this? Just going by the pop up percentages in the enhancement screen means *nothing*. -
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Can you stack the buffs?
Seems to me the high costs and low durations comes from worries that one large SG will go nuts with self-buffs and then run around dominating PvP or something.
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So why not just one or the either (high costs or low durations)?
But these high costs neuter any non-large, non-constantly active SG.
Same deal with the normal prestige costs as they currently are; puts the brakes on small groups.
Hopefully these are temporary high-ball figures and people can "negotiate" lower values before it goes Live. Either that, or finally implement some kind of scaling factor based on the size of the SG. -
Tossing this in here since it was a literal shock to me after ~2 years of playing (and I honestly don't think I'd be the only one):
"Accuracy" Inspirations are calculated as To-Hit buffs in the formulas Aracana has shown.
As for MoG, it's the same reasoning to change as it has been since it was lastly tweaked. Decrease the duration considerably (yes, DECREASE THE DURATION), get rid of the "no healing" part during the duration and/or after, substantially reduce the recharge time. All of these things were needed before the Defense changes, and especially in light of increases to AV damage. -
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And I don't have this power on my rad defender which is why I forgot about it, but acuracy/mez would be very good in Choking Cloud from the rad set.
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Pretty sure Choking Cloud doesn't take accuracy enhancers.
So unless it's intended, and is working as such, slotting a +ACC in a power that doesn't take accuracy enhancers might not be a good fit.
Would like the Devs to comment on such occurences personally. -
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but the -ACC is at least noticeable
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Only when mobs are flopping on their behinds. Otherwise, it isn't noticeable. And the base value is ~5% or less for either debuff.
Slot it how you want. But how people trade their Hami-Os cannot be quantified. Value is relative and has no bearing...hence the IMO for slotting any Hami-O in EQ.
As for the accuracy, its at least ~75% base. If the accuracy portion of a Hami-O effects it, consider that a bug comparable to the recharge aspect of Vengeance. Not a Dev, but I'm going to say that it isn't intended.
Before when Hami-Os were of higher values, you could easily use them in powers if you could use 1 out of 2, or even 1 out of 3 aspects. Now, with the lesser values, you really don't get your "money's worth" unless you can do 2 out of 2 or at least 2 out of 3. And if those 2 out of 3 are only giving negligible returns *shrug* person preference.
So personally, unless a Hami-O is giving a good return for investment, an updated guide like this is kind of pointless. If you know what a +HP is, or mez, or range, you can figure out the basics. Hence me tossing in 2 cents where I feel like it to help encourage "better" placements.
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Earth Controllers could slot it in Earthquake. This might be the best use for it since it is the only thing I can think of that would use all three (accuracy, foe -DEF, and foe -ACC) aspects of the enhancement (assuming the +ACC works even though the default power is unenhanceable for ACC).
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Earthquake doesn't use an Accuracy check; I can't see it being modified even if it could be slotted. And both the -ACC and -DEF aspects of the power are pretty small; hardly worth slotting for with SOs as it is.
Recharge is the best thing to slot in EQ and one really shouldn't waste a Hami-O on it IMO. -
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Any of these work great for Fortitude for Empaths:
(2) Enzyme Exposure - Increase ToHit and Defense Debuffs, and Endurance Reduction:
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Not so much other than the endurance.
When it says Debuff, it means for both aspects. In this case, the ToHit and Defense debuff are BOTH being increased.
Fortitude is a +ToHit and +Defense; you'd only be using the end reduction attribute in fortitude with this Hami-O -
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*looks over thread for a possible new VG to join*
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Legion of Valor are over grown boy scouts.
Fallen Legion kicks *** and takes names.
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Fissed.
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Need a towel now Polaris? -
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*looks over thread for a possible new VG to join that doesn't have Polaris in it*
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Since when does Celtic still play?
And that ordering is completely wrong.
*looks over thread for a possible new VG to join*